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New type of skill damage mechanic

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    New type of skill damage mechanic

    currently all damage calculation from skills and procs is a function of the offensive stats on gear and eq. Even shield slam still works off the shield armor as a base but enhanced by offensive stats such as Power, crit etc. I would like to suggest a new paradigm and perhaps allowing builds to move away from glass canons.

    Skill: avenger’s wrath
    at maximum level, when cast, the highest amount of dmg received per sec multiplied by 5 is reflected to targets within melee range, upto 10 targets. This highest dmg received stat is refreshed per map. This will incentivize ppl pushing to the limits early in the run to store up the highest possible dmg for use at boss.

    The damage received number is pre any dmg reduction such as armor, parry, dodge, block and shield bubble. So for example mob raw dmg is 200k, but hits you for only 10k. Then this skill will be using the 200k number to reflect. This dmg will not be affected by Power stat but can crit. Additionally to enhance its utility in both mob and boss scenarios, at the max 10 targets, each target will receive 1x dmg. But for each target less than 10, the skill dmg will be increased by 10%. So at 5 targets within melee range, each target will get 150%. If there is only the boss, it will hit for 2x dmg.

    Now this skill will open up new ways to do dps and build characters. No longer will the high armor, high vit, high LoH chars be looked at as gimped and good at nothing.
    GAQO KITO REZO 1934
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